//----------------------------------------------------------------------------- // Purpose: Dust impact // Input : &origin - position // &tr - trace information //----------------------------------------------------------------------------- void FX_DustImpact( const Vector &origin, trace_t *tr, int iScale ) { if ( !fx_drawimpactdust.GetBool() ) return; FX_DustImpact( origin, tr, (float)iScale ); }
void PerformCustomEffects( const Vector &vecOrigin, trace_t &tr, const Vector &shotDir, int iMaterial, int iScale, int nFlags ) { // Throw out the effect if any of these are true if ( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) return; if ( cl_new_impact_effects.GetInt() ) { PerformNewCustomEffects( vecOrigin, tr, shotDir, iMaterial, iScale, nFlags ); return; } bool bNoFlecks = !r_drawflecks.GetBool(); if ( !bNoFlecks ) { bNoFlecks = ( ( nFlags & FLAGS_CUSTIOM_EFFECTS_NOFLECKS ) != 0 ); } // Cement and wood have dust and flecks if ( ( iMaterial == CHAR_TEX_CONCRETE ) || ( iMaterial == CHAR_TEX_TILE ) ) { FX_DebrisFlecks( vecOrigin, &tr, iMaterial, iScale, bNoFlecks ); } else if ( iMaterial == CHAR_TEX_WOOD ) { FX_DebrisFlecks( vecOrigin, &tr, iMaterial, iScale, bNoFlecks ); } else if ( ( iMaterial == CHAR_TEX_DIRT ) || ( iMaterial == CHAR_TEX_SAND ) ) { FX_DustImpact( vecOrigin, &tr, iScale ); } else if ( iMaterial == CHAR_TEX_ANTLION ) { FX_AntlionImpact( vecOrigin, &tr ); } else if ( ( iMaterial == CHAR_TEX_METAL ) || ( iMaterial == CHAR_TEX_VENT ) ) { Vector reflect; float dot = shotDir.Dot( tr.plane.normal ); reflect = shotDir + ( tr.plane.normal * ( dot*-2.0f ) ); reflect[0] += random->RandomFloat( -0.2f, 0.2f ); reflect[1] += random->RandomFloat( -0.2f, 0.2f ); reflect[2] += random->RandomFloat( -0.2f, 0.2f ); FX_MetalSpark( vecOrigin, reflect, tr.plane.normal, iScale ); } else if ( iMaterial == CHAR_TEX_COMPUTER ) { Vector offset = vecOrigin + ( tr.plane.normal * 1.0f ); g_pEffects->Sparks( offset ); } else if ( iMaterial == CHAR_TEX_WARPSHIELD ) { QAngle vecAngles; VectorAngles( -shotDir, vecAngles ); DispatchParticleEffect( "warp_shield_impact", vecOrigin, vecAngles ); } }
//----------------------------------------------------------------------------- // Purpose: Perform custom effects based on the Decal index //----------------------------------------------------------------------------- void PerformCustomEffects( Vector &vecOrigin, trace_t &tr, Vector &shotDir, int iMaterial, int iScale ) { // Throw out the effect if any of these are true if ( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) return; // Cement and wood have dust and flecks if ( iMaterial == CHAR_TEX_CONCRETE ) { FX_DebrisFlecks( vecOrigin, &tr, iMaterial, iScale ); } else if ( iMaterial == CHAR_TEX_WOOD ) { FX_DebrisFlecks( vecOrigin, &tr, iMaterial, iScale ); } else if ( iMaterial == CHAR_TEX_DIRT ) { FX_DustImpact( vecOrigin, &tr, iScale ); } else if ( iMaterial == CHAR_TEX_ANTLION ) { FX_AntlionImpact( vecOrigin, &tr ); } else if ( iMaterial == CHAR_TEX_METAL ) { Vector reflect; float dot = shotDir.Dot( tr.plane.normal ); reflect = shotDir + ( tr.plane.normal * ( dot*-2.0f ) ); reflect[0] += random->RandomFloat( -0.2f, 0.2f ); reflect[1] += random->RandomFloat( -0.2f, 0.2f ); reflect[2] += random->RandomFloat( -0.2f, 0.2f ); FX_MetalSpark( vecOrigin, reflect, iScale ); } else if ( iMaterial == CHAR_TEX_COMPUTER ) { Vector offset = vecOrigin + ( tr.plane.normal * 1.0f ); g_pEffects->Sparks( offset ); } //--------------------------- // Do leak effect //--------------------------- LeakEffect(tr); }
//----------------------------------------------------------------------------- // Purpose: Dust impact // Input : &origin - position // &tr - trace information //----------------------------------------------------------------------------- void FX_DustImpact( const Vector &origin, trace_t *tr, int iScale ) { if ( !fx_drawimpactdust.GetBool() ) return; #ifdef _XBOX // // XBox version // VPROF_BUDGET( "FX_DustImpact", VPROF_BUDGETGROUP_PARTICLE_RENDERING ); Vector offset; float spread = 0.2f; CSmartPtr<CDustParticle> pSimple = CDustParticle::Create( "dust" ); pSimple->SetSortOrigin( origin ); pSimple->GetBinding().SetBBox( origin - ( Vector( 32, 32, 32 ) * iScale ), origin + ( Vector( 32, 32, 32 ) * iScale ) ); Vector color; float colorRamp; GetColorForSurface( tr, &color ); int i; SimpleParticle *pParticle; for ( i = 0; i < 4; i++ ) { // Last puff is gritty (hides end) if ( i == 3 ) { pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_BloodPuff[0], origin ); } else { pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[0], origin ); } if ( pParticle != NULL ) { pParticle->m_flLifetime = 0.0f; pParticle->m_vecVelocity.Random( -spread, spread ); pParticle->m_vecVelocity += ( tr->plane.normal * random->RandomFloat( 1.0f, 6.0f ) ); VectorNormalize( pParticle->m_vecVelocity ); float fForce = random->RandomFloat( 250, 500 ) * i; // scaled pParticle->m_vecVelocity *= fForce * iScale; colorRamp = random->RandomFloat( 0.75f, 1.25f ); pParticle->m_uchColor[0] = min( 1.0f, color[0] * colorRamp ) * 255.0f; pParticle->m_uchColor[1] = min( 1.0f, color[1] * colorRamp ) * 255.0f; pParticle->m_uchColor[2] = min( 1.0f, color[2] * colorRamp ) * 255.0f; // scaled pParticle->m_uchStartSize = iScale * random->RandomInt( 3, 4 ) * (i+1); // scaled pParticle->m_uchEndSize = iScale * pParticle->m_uchStartSize * 4; pParticle->m_uchStartAlpha = random->RandomInt( 32, 255 ); pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); if ( i == 3 ) { pParticle->m_flRollDelta = random->RandomFloat( -0.1f, 0.1f ); pParticle->m_flDieTime = 0.5f; } else { pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f ); pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); } } } //Impact hit pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), g_DustPuff, origin ); if ( pParticle != NULL ) { offset = origin; offset[0] += random->RandomFloat( -8.0f, 8.0f ); offset[1] += random->RandomFloat( -8.0f, 8.0f ); pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); pParticle->m_vecVelocity.Init(); colorRamp = random->RandomFloat( 0.75f, 1.25f ); pParticle->m_uchColor[0] = min( 1.0f, color[0] * colorRamp ) * 255.0f; pParticle->m_uchColor[1] = min( 1.0f, color[1] * colorRamp ) * 255.0f; pParticle->m_uchColor[2] = min( 1.0f, color[2] * colorRamp ) * 255.0f; pParticle->m_uchStartSize = random->RandomInt( 4, 8 ); pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4; pParticle->m_uchStartAlpha = random->RandomInt( 32, 64 ); pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = random->RandomInt( 0, 360 ); pParticle->m_flRollDelta = random->RandomFloat( -1.0f, 1.0f ); } #else FX_DustImpact( origin, tr, (float)iScale ); #endif // _XBOX }